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Solver

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Everything posted by Solver

  1. Yeah that's similar to what I see, except the freeze The Wraith by the door usually dies, then there is some fire from the inside, then a Wraith teleports outside (often), finally one of your soldiers gets (attemped) mind control and that's it. Gonna try with a release build now. The debug builds don't reproduce the problem.
  2. You have xenonauts_gc_editor.exe in the game folder, you can use that to play, and it outputs a bunch of logging stuff to the standard output. Though if there's an actual freeze, that is going to be useless probably.
  3. Ships with a rounded form have that blackness bug, it's one of the most annoying bugs that remain but I don't think it can be fixed. No freezes here after 7 or 8 attempts, so the bug continues to be elusive And no, the Wraith teleports outside, by the right-hand entrance of the Cruiser, I get it there half of the time. Which is, by the way, an absolutely idiotic place to teleport to.
  4. Got it, it loads now. No freeze on the first attempt though. Will see what happens, there's a possible teleport bug that gets reported now and then, but I can never quite catch it.
  5. Could you post the zipped weapon mods you're using? I cannot load the save because of some of the weapons you're carrying.
  6. Playing with X:CE is much safer, but yeah, I still suggest avoiding Ironman so you can have multiple saves just in case.
  7. Yeah... try X:CE for a new game, it should be far more stable. Ideally not Ironman though. The line-of-sight info in this save seems badly corrupted, I cannot quite manage to fill the gaps in what's missing.
  8. That's definitely unusual! If you start a new game, it won't happen again - sounds like the save got corrupted by the vanilla game, and X:CE doesn't corrupt saves like that. But don't do that just yet, I'll take a look at the save.
  9. Really? Looked to me like it's 1.5 but guess I got that wrong. I hope the Community Edition works - it fixes most loading problems as far as I'm aware. Let me know if it still fails and I'll examine the save in more detail, would be interesting if some problems still remain.
  10. Looks like some ancient version of the game. So first try updating the game to a current version, preferably the Community Edition (and even better, change to a Steam copy).
  11. The mod pack has been re-uploaded due to the above error - those who downloaded it from here should download again now. Steam fixes this problem automatically.
  12. It's equally past midnight here, and I must admit I don't code X:CE with nearly the same attitude as at work. There, I often work with code where things can literally explode if my code is poor, so X:CE is more like a relaxed project where I can afford to mess up. Thanks @Raw and thanks @Charon
  13. Fantastic, thanks. Hitting the upload button on Steam. There's nothing whatsoever interesting about the issue, I just messed up with extracting various archives and ended up with some hybrid version of the Fix Pack in the X:CE package, and it included research files that shouldn't even be there.
  14. Try deleting the Xenonauts Fix Pack entirely, then install this one. I think I made a major mistake in what I uploaded yesterday. Xenonauts_Fix_Pack.zip
  15. Our most amazing modder Charon is also looking at this. He's actually far more knowledgable about the modding aspects.
  16. Just on the off chance of this being an order conflict, what if you place the Fix pack below the SMG mod in your mod priority list?
  17. Thanks. I'll look into the changes of the Fix Pack.
  18. X:CE got updated, and the news feed should also be back.
  19. This version is outdated, see announcement for 0.35 instead. Version 0.34.3 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.3. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.3 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.3 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.2: This version has some stability improvements and updates to the bundled mods. System The game is now large address aware. This allows better stability / performance with very big mods. Sound effects are now stored uncompressed in memory. This only uses a bit more memory but should significantly improve sound-related stability problems, such as freezes due to ambient sounds and similar issues. Bug fixes Corrected loading of psionic defence values in saved games. Fixed the delete button in the modding tools with relation to the Steam Workshop. Prevented a freeze during ground combat if a map with a bugged door is encountered (door that opens into a wall). Fixed loading of some saved games that get corrupted by having incorrectly "cloned" planes. When retaking Xenonaut bases is enabled, fixed problem of that not applying to undefended bases. Fixed some UFO loot in the Furies mod. Modding In config.xml, a variable has been added (MeleeVehiclePriorityModifier) to tweak the priority with which melee aliens attack vehicles. The default value does not change gameplay. Modded Xenopedia screens can now display more information about combat armour suits. Included Mods Xenonauts Fix Pack by Policenaut has been updated with multiple fixes, with credit to Charon. Tropical and Swamp tileset - updated from version 1.6 to 1.61. This version is significantly more stable.
  20. To clarify a bit. I work on the Community Edition. This means I'm in an almost unique position to fix freeze or crash bugs, and to do many other things that modders cannot, and there is in any case a near-infinite list of such fixes to be made. So for me, the textual descriptions are entirely out of scope, even though it would certainly be great if those things were fixed, and I greatly appreciate it when mods such as X-Div put in the effort to make their textual descriptions accurate and useful.
  21. I haven't even looked at the stats shown in Xenopedia and the equip screen. They're poorly implemented so that they don't take the real data anyway, and trying to fix the text there is not a priority for me.
  22. That should only be on X:CE at this time, with version 1.65 displaying the feed correctly. The forums have recently been switched to full HTTPS-only traffic (a modern, much more secure way of having a website operate), which causes problems for the very simplistic launcher. I will soon be updating X:CE with some bug fixes anyway, at which time I'll do something about its news feed.
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